Drag Racing Forza Style
Even so, it has to be said that the most glaring fault of Forza drag racing is the absence of a working starting tree. As anyone in drag racing will tell you, “he who cuts the best light usually wins”, –but in Forza4 there is no light to cut. There is a static tree and an automatic launch system, but there is no way to jump the start, or do a perfect .000 launch on your own. In fact, every launch is perfect as dictated by the game software. That is, you can start too slowly, or you can leave the line perfectly on time, as the computer allows you to do. The car will not move until the computer does a count down. There are no reaction times like in real drag racing either, (a critical aspect of the sport.) It’s sad really, because it takes away from the sport the very essence of what drag racing is all about, and that is, the start of the race.
Forza vs Real World on the Drag Strip
Since we can’t dive into simulated drag racing as a competitive sport in Forza (even though many have suspended their disbelief and do drag racing anyway), we can still talk about how well the cars perform and what might be the best way to run a good time. The 20 real cars I selected were cars that have known 1/4 mile times from various major publications over the years. These officially tested times are within plus or minus 0.3 tenths of their absolute best times. As tested they were completely stock, just as the Forza4 cars were. The only exceptions were the two production factory race cars of the bunch, the 1968 Hemi Dart, and the 1964 Ford Thunderbolt. These two cars were fitted with drag racing slicks, since the real cars were also.
Looking at the list of cars, there are a couple of things you’ll notice right away. One is that the speeds are a lot closer to the real cars than the times. Speed is an indicator of horse power, whereas time is an indicator of traction. It seems that the boys at “Turn10″ have done a remarkable job getting the simulated horsepower and torque correct. They should be given a real pat on the back for this alone, because it is nearly perfect. On the other hand, the track surface is woefully off the mark in terms of absolute traction. It’s so bad that it can’t be easily compared to any known asphalt surface. The best analogy would have to be that of a partially wet track, it’s just that slippery. This is surprising since T10 knew of this problem in FM3 and even corrected the friction ratio for the strip in that game.
Of all the drag strips in FM4, Sedona was proven to be slightly more sticky than the others, so I used it over the rest for best results. For those that have never been to a real drag strip, you have to understand that “sticky” doesn’t quite describe how much grip there is. Stand long enough in one place on a hot summer day, on the track, and your shoes will be stuck to the tarmac like glue. On a real track, it’s not the track that lacks adhesion, it’s the stock tires. Forza tires seem to be relatively fine and in keeping with known performance characteristics, but the tracks are no where close to reality.
Getting the perfect drag racing start
So what do you do to get a good launch on a track with about the same grip as a greasy McDonald’s drive-thru on a rainy day? Hold her to the floor of course! Well, not exactly lol. I’ve found that the best result is to hold it wide open during the computer count down, and then at just the right moment when the computer goes to 1sec and is about to let you go, you let almost completely off the throttle, allowing the engine to, “fall on its face” down around idle, and then ever so carefully feed the throttle back in as you try to limit wheel spin. The other method that works about as well, but is harder to master is to hold the throttle just above idle, and when the computer releases the car, slowly give out steady amounts of throttle avoiding wheel spin. Either way will net you about the same times, but neither way is what real drag racers do! In real drag racing you will either load the engine up with the brake while applying throttle, or you will sit at idle and then mash the throttle to the floor when you see that last amber light come on.
The other thing you can see on the list below is that the real cars are about one second quicker on average in most cases, even when they have a similar trap speed. This is the proof that tells you the Forza cars are suffering in the traction department, but I don’t blame the tires nearly as much as the track. Only one of the Forza cars was able to beat its real-life counterpart, and that was the 1966 Chevy Nova SS. It was a good half second quicker and 7mph faster falling well outside of the variable margins for this car. Of the 20 cars tested the Enzo Ferrari came the closest to replicating the real cars performance. The 1968 Hemi Dart was the worst simulated car when compared to the real thing at more than 2sec slower, and almost 20mph down on the top end.
As a group, the Forza cars were significantly slower but consistently comparable in a progressive way just like the real cars. In fact, if you ignore the times altogether you have a near match from fastest to slowest when comparing the two groups. The 10th place 2002 Camaro SS was about the 10th place car in the same group on the Forza side for example.
Each car was given about 6 passes to get a good run out of them. Doesn’t mean you couldn’t do better, you can, but only by a tenth or two which is within the acceptable range. Even the real cars will vary about this much depending on the car, the track conditions, the weather, and the driver.
My conclusion is that T10 has the cars very nearly perfect in the ultimate measure of performance known as drag racing. What they didn’t get right was the virtual track traction, it’s so bad that you wonder if anyone at T10 has ever been to a real drag strip before. Oh, and the lack of a fully functioning tree is unforgiveable. But hey, there’s always Forza5 and the hope they will finally get it right then.
Full throttle,
AAR GTDon
| Real | Forza | |||||||
| Car | Engine | Time | Mph | Time | Mph | |||
| 1 | 1968 Dodge Dart Hemi w/slicks | 426cid | 10.30 | 135 | 12.481 | 116 | ||
| 2 | 2002 Enzo Ferrari | 366cid | 11.00 | 136 | 11.331 | 137 | ||
| 3 | 2005 Ford GT | 329cid | 11.20 | 131.2 | 12.231 | 123 | ||
| 4 | 1964 Ford Thunderbolt w/slicks | 427cid | 11.76 | 122.7 | 12.214 | 118 | ||
| 5 | 1967 Corvette Stingray | 427cid | 12.072 | 117.67 | 13.465 | 110 | ||
| 6 | 1965 Shelby Cobra S/C | 427cid | 12.70 | 112.7 | 12.731 | 122 | ||
| 7 | 1971 Plymouth Hemi Cuda | 426cid | 13.25 | 109 | 14.480 | 106 | ||
| 8 | 1970 El Camino | 454cid | 13.44 | 108.17 | 14.765 | 106 | ||
| 9 | 1970 Dodge Super Bee | 426cid | 13.49 | 105 | 14.331 | 111 | ||
| 10 | 2002 Camaro SS | 350cid | 13.55 | 105 | 14.397 | 104 | ||
| 11 | 1969 Pontiac GTO Judge | 400cid | 13.70 | 103.6 | 14.747 | 102 | ||
| 12 | 1970 Chevelle SS | 454cid | 13.70 | 103 | 14.714 | 106 | ||
| 13 | 1970 Buick GSX | 455cid | 13.80 | 101 | 14.947 | 101 | ||
| 14 | 1971 Mustang Mach 1 | 427cid | 13.90 | 102 | 14.780 | 105 | ||
| 15 | 1956 Jaguar D-Type | 207cid | 13.90 | 100 | 14.964 | 107 | ||
| 16 | 1965 Pontiac GTO | 389cid | 13.940 | 99.81 | 14.847 | 103 | ||
| 17 | 1969 Hurst/Olds 442 | 455cid | 14.03 | 101 | 14.931 | 101 | ||
| 18 | 1968 Firebird | 402cid | 14.070 | 100.81 | 14.780 | 103 | ||
| 19 | 1969 Camaro SS | 396cid | 14.70 | 98.7 | 14.847 | 102 | ||
| 20 | 1966 Chevy Nova SS | 327cid | 15.10 | 95 | 14.662 | 102 |
How virtual, is real…
Recently it was made known that a certain dear member of the Forza community sadly passed away the other day. Said to be a fine painter, and known as an avid racer, “TMZ Ramoza” from Mexico will be missed by many. The specific tragic details of how he left this world (and I don’t know them) won’t be nearly as important as his stay here was, and the impression he had.
It recently occurred to me that the term “community” is finally no longer frivolous when applied to the virtual world. The virtual XBL/Forza community, like so many other real communities, is a vibrant multitude of interesting real people you’d like to always have a round you. They are your friends, your rivals, –a loose brotherhood, not unlike any group of people with a shared interest. Our shared interest happens to be that of the automobile. So in-common is the love for the automobile that as a sport it is more global than soccer or even cricket.
Motorsports tends to transcend less dangerous sports on every level, but especially on the life and death level. In racing, it is the stark reality of real risk and danger that does make everything else, “just a game.” It is also one of the fairest, and has one of the most level playing fields of any human sport outside of chess and horse racing, allowing smaller poor countries to compete and beat rich large countries. And still, let’s be honest, like in any sport, cheating is always a topic of interest on the tips of everyone’s tongues in the paddock or pits. If NASCAR were the Olympics, they’d probably have to shut the whole damn thing down. But it is because of these elements that motorsports is so unrivaled in appeal and universally pursued by millions.
The morality play of motorsports is what we essentially crave. It is a sport about drama, ethics, competition, and performance. It is a play about powerful machines and powerful people. Like a modern Greek tragedy it has its heroes and villains, but what would one be without the other anyway. We love it all, the good, the bad, and the sad. We love seeing the almighty American’s for example, being out performed by non-American F1 technology, tracks, and drivers. And American’s love to see F1 foreigners struggle to win a single race in an 850hp NASCAR that only has to turn left. Everyone has an opinion in this sport, and no one will take a back seat to express it. And so it goes with the virtual world of the simulation racing enthusiasts too. Aside from bodily harm, all the same elements are present in simulation racing for better or for worse, but it is what we asked for, so we can’t protest too much.
An unintended consequence of our connectivity as a community is real life impressions. As much as we say video games are a fictional escape from reality, reality occasionally barges in like some rude party crasher drunk off his ass. Whether it’s a lossed job, divorce, poor health, or even death, eventually reality pokes his unwanted nose into our virtual world sooner or later affecting us all.
No longer mocked or laughed at by everyone, including real racers, sim-racers are serious real people too it turns out. And when we lose one of our own, we all feel it, whether we raced with him or not. It is this kind of community impact that gives us all pause, clearly telling us we have been affected by our experience here whether we admit it or not. I never knew Luis Ramos (“TMZ Ramoza”) but his part in the XBL/Forza community play did not go unnoticed.
Just try to remember, this is not the only world you will visit, and what you virtually do here is not altogether insignificant or frivolous in the greater reality of life. Always know you are making an impact in your simulation racing community, and the hobby is the better for it.
Peace brothers,
GTDon
ORD visits the Minneapolis Motorcycle Show
Of course it doesn’t always have to be about cars around here! Sometimes we can talk bikes too!
Hello everyone, from the sometime ORD contributor and resident of the Upper Midwest in the good ole USA, it is I, GTDon. ORD is steeped in motorcycle experts truth be told, and is the first love of many a car enthusiast such as yours truly as well. No better time than now to share with you the most recent motorcycle related event in my home state of Minnesota, “The Minneapolis Motorcycle Show” or more formally, the “Progressive International Motorcycle Show.” Considered the largest show of its kind in North America, traveling to all the largest cities in the spring every year.
In years past this annual event has ebbed and flowed in scope and size depending on the economics of the times, but this year was no indication that times were tough as every major manufacturer was on hand, along with venders, exhibits, and new manufacturers . It was a packed house at the Minneapolis Auditorium this weekend with an estimated 30,000 attendee’s.
Absolutely one of the best shows seen in some time was the opinion of most. Although there were no ground breaking designs or technical leaps of fancy, the impression of the industry via this show was vibrant, and self-confident. This isn’t to say there wasn’t anything to get really excited about mind you. The new Kawasaki Ninja ZX14R probably took the lion’s share of attention, as the most powerful and quickest production bike on planet earth, again. The “ZERO” electric motorcycle brand also garnered its fair share of attention as a zero emissions vehicle capable of 125miles on one charge in a relatively light weight, fun, super motard-like package.
But rather than go on and on, with blah blah blah, about how great it was, how much you missed, how refreshing it was, and how many choices of fine machinery there was, just look at the pics.
In the mean time and until next time, enjoy the ride, and I promise to write more soon.
Full throttle,
GTDon
Tuning your mind
As sim-racing technology expands, widens, and deepens the experience of what it is like to build, tune, and compete in a simulated car, issues of real world application begin to surface. A cross reference from one world to the other starts to take shape allowing certain questions to be asked, and repeatable tests to take place that can validate or invalidate our assumptions in both worlds.
Take for example the area of tuning. In the real world of racing, tuning is an endless array of always changing fine variables. The perfect setup is the goal, but in real racing is never truly achieved. Tuning is a long list of compromises and error corrections that is part engineering and part feeling. No two car tunes (or track conditions) are exactly alike, even when carefully prepared to be exactly alike. In the sim-racing world however, cars can be carbon copied as perfect clones of one another. Tuning can be identical. And conditions can be exactly the same each test. Because of this non-varied precision, simulated cars lack a certain animated inconsistency that real cars have in spades. Due to their consistency, simulated cars are easier to come to grips with as a somewhat static model.
For some, tuning a simulated car has only marginal positive affects, while others are convinced that their hours of careful tuning is a massive help they couldn’t possibly do without. Console simulators like Forza and Gran Turismo are never going to have the fanatic attention to tuning detail of PC based sims like iRacing, but, they will continue to step closer with each new version. Yes, it’s true that console sim makers have gone to great lengths to avoid making their games “too hardcore” and in favor of lasting broader appeal, but, as they improve, technical details sharpen. No matter how much you try to dumb things down, eventually technology will necessarily free up more options for you to play with.
Each year simulations become more detailed and accessible to the average person to the point that comparisons can be legitimately drawn between real and the unreal. As these lines are blurred, they are blurred more for some, and less for others, especially on the console side. An often over heard phrase is, “If I had a good tune for this car, I’d be just as fast as [fill name in here].” Those with experience know this is seldom ever the case. They know that driving skill is more important than having the perfect tune. Skill set trumps all, and if you can add a nice tune that fits the driver, you’ve maximized his potential. Compared to the real world, it’s very much the opposite. Tuning is everything, because the talent of the driver pool is so close, and the tuning variables unlimited.
NASCAR has perhaps the most restricted and limited set of rules for their cars as any in racing, resulting in a format that is basically a high-end spec series. The idea is to make the cars equal, and place the burden of the win on the driver’s shoulders. Instead, it has turned out to be a battle of tuning and teamwork. How can this be? Because tuning a real race car is where the most variables exist for improvement. This is entirely unlike simulation racing. In sim-racing, it is the driver that is the most inconsistent and not the tune of the car.
We’ve discovered in the sim-racing world that drivers tend to adapt to cars more, –and in real racing, cars are made to fit the drivers. This is why we see some sim-drivers who are extremely good at driving untuned cars. These are drivers who have honed their skills driving a certain type of tune known as a stock setup. Stock setups have little to no adjustments made to them and are as is. Stock tuned drivers are not helped all that much from tuning springs, shocks, sway bars, camber, and the like. They are used to driving cars the way they come, and don’t need many adjustments outside of a final drive gear ratio.
What’s interesting about all of this is the false perceptions it has created in the sim-racing console community. Tuning a console sim-racing car does not have the same impact as tuning a real race car or even an iRacing car.
Another myth is that many people think that if they enter a limited tune or stock tune event they will have their best chances to compete because no tuning will be allowed and driver skill will prevail. What they don’t understand is that stock unturned cars do have a tune on them all their own from the “factory”, and that this “stock tune” just happens to naturally fit the skill set of some very fast drivers who specialize in driving these stock tuned cars. As a result drivers who are not used to driving un-tuned cars are at an extreme disadvantage and far from being on equal footing.
The false perception by a lot of drivers is that being in a series where tuning is allowed places them at a greater disadvantage. They think this way because they place too much weight on the value of tuning and not enough on driver skill. Average drivers often fear that the fast guys have a, special top secret “glitch tune” that makes their car so much better than theirs. What they don’t see is that these same fast drivers would be just as superior if not more so in a stock tuned car. They also don’t see that if they are allowed to tune the car to better suit their own driving style they will maximize their own performance, — rather than being hamstrung by a set tune they cannot change to suit them, while up against drivers who are experts at driving stock tuned cars.
So, the next time you want to blame your car (and we all do), or envy the fastest guys tune, don’t think about tuning your car, take a step back and tune your thinking instead.
Full Throttle,
GTDon
GT5 vs FM3: The Back to the Future DeLorean battle
Curious about some differences between the two leading console simulators, and knowing that both games have the iconic DeLorean DMC12 to compare on the same tracks, I thought I would take a trip back into, the future! But hold on to your “Flux-Capacitors” just a minute, these two cars are not exactly the same it turns out.
Turn10 chose the original version cir. 1981, you know, the Michael J. Fox/Marty McFly version used in the popular 1985 movie, “Back To The Future.” Polyphony had to be different of course, and went with a later iteration from 2004 known as the, “S2” which adds another 60hp, or around 200hp in total, as the original car had intended to be, –before the smog Nazi’s got a hold of it in the US.
Compared to the respective real car versions, the simulated versions are for whatever reasons faster cars. Not just faster, but quicker, and with better road holding ability. Lateral g on the original car was about .77, but on the sim cars, closer to .90. Even so, the original DeLorean in its day was a slightly above average performer in its class despite its mass and puny 130hp V6.
To do this experiment we had to build the FM3 DeLorean up to match the S2 GT5 version, since you can’t downgrade the newer GT5 DeLorean. We did this without increasing the size of the V6, and came up with a good compromise of hp/tq/wt to match the GT5 version. The FM3 DeLorean still ended up being slightly heavier, and less powerful than the GT5 version, depending on the state of tune of the GT5 version. As many of you know the GT5 cars are not static models, they vary in their performance depending on how fresh the car is. A car with a fresh tune-up and oil, with some break-in miles, will produce the best hp/tq numbers.
The real S2 version of the car was rated at 197hp, a number that we could hit with the FM3 car easily. The GT5 car would range from 192hp to 202hp depending on the mileage.
Aside from the hard numbers you see below, the two versions of Laguna Seca are perhaps even more different than the cars. GT5’s Laguna is a wider track that feels bigger than the FM3 track. The FM3 track feels almost cramped, and has a smoggy hazy look to it, whereas GT5’s Laguna Seca is a crystal clear day with a few puffy white clouds, and blue sky in the distance.
The handling manner’s of both cars is oddly similar to a point. Both cars exhibit a rear heavy unbalanced feel with strong front to back body movement much like the real car. Both cars have a light front end and noticeable nose dive under braking, and lift under acceleration. But the GT5 car seems to have more body roll and action in general. It’s a bit busier than the FM3 car even though both cars have what feels like the same road adhesion. The FM3 DeLorean likes an inside line and feels like it is better able to hold it. The GT5 car has no favorite cornering line, and behaves the same way no matter what line you use. The GT5 DeLorean is indifferent to rumble strips, but is sensitive to track camber, which is the opposite for the FM3 DeLorean.
Graphically both cars look great, and even though the GT5 car is a much hated “Standard” car as opposed to the beloved “Premium” cars, it is still more detailed than that of the FM3 version. Driving them back to back you start to get the feeling that the FM3 DeLorean is more cartoon-like even though it has an added interior view that the GT5 car doesn’t have.
Sound quality goes to the Forza product for the engine, but tire sound goes to the Gran Turismo product for the tire screeching. The GT5 car can tend to have too much gear whine and not enough muffler/exhaust notes too.
Speed sensation is very close to the same for both cars. I ran both cars without any assists or tuning, and never felt there was a need to do otherwise. Braking was vastly different. The FM3 DeLorean was quick to brake, but the GT5 car took a more progressive style to slow down.
Gearing was very different too. The stock GT5 gears were perfect, but the gears for the FM3 car were too tall, bogging down in 3rd gear especially.
But when the dust settled and the stop watches were stopped, everyone was scratching their heads like the “Doc” in the movie, wondering how the slower car went way faster than the faster car? Our only conclusion is that the FM3 Laguna Seca track is somewhat shorter than the GT5 version of the famous track. Either that, or the FM3 Delorean has a hidden Flux-Capacitor.
FM3 DMC12 “S2″
(Class E-232)
197hp/210tq
2,843lbs
0-60 6.7sec as tested
0-100 17.4sec as tested
Top speed 147mph as tested
Laguna Seca 1:42.600
GT5 DMC12 S2
202hp/217tq
2,839lbs
0-60 6.4sec as tested
0-100 16.1sec as tested
Top Speed 150mph as tested
Laguna Seca 1:48.108
Full Throttle,
AAR GTDon
Gran Turismo 5 review: 4/5
Well it’s finally here, and after years of planning, and development, and yes, delays, GT5 has arrived. Or has it? Sure, the title is here, but is the promise of another console racing simulation revolution from Polyphony something you can bank on, or will the relatively soon to follow GT6 be the real deal? That all depends on your contextual expectations I suppose, and what the future may bring.
If you’ve read some GT5 reviews by now you know the verdict has ranged from silly semi-confused musings, to mild exuberance, and even general approval. This in and of itself is a bit of an indictment when you consider the lengthy gestation period of GT5. Why shouldn’t it be the racer of the decade, when, after all, it took a half decade to get it to market?
The buying public is a harsh master, but the non-buyers are even harsher. So let’s dispel one notion right at the beginning, don’t listen to the haters, and, don’t listen to the fan boys. GT5 is neither the greatest console simulation racer ever, nor is it insufficiently done either. It is an interesting and entertaining gaming result that reveals a kind of simulation crossroad where old meets new.
Since most if not all the GT5 reviews are already out, and cover the same basic outline of the game such as how many tracks, cars, modes, special events, challenges, levels, etc., there are, I’m not going to drive down that well worn path, but instead try to get to the real meat of the GT5 matter. You know, talk a little bit about what everyone really wants to know, like, is it better than Forza3, and is it good enough to buy?
Where others have said GT5 feels the least complete of any GT game, I see a game with the most inclusion of old and new elements possible. I suspect that it is the retention of these older features and car models, as in the case of the less detailed 800 or so “standard cars” that spoils the taste for those looking for an entirely different and revamped direction for the franchise. There is a certain jaded cynicism amongst game reviewers these days using such phrases as, “only 200 premium cars” and “painfully slow (initial) HD install.” Seriously? Does anyone seriously stare at the TV in agony while the game is installed to the HD for 40 minutes? Or do they go get a bite to eat or watch TV until the process is complete like me? Only 200 premium cars is a, “shame?” Really? To this day I don’t have 200 cars in my Forza3 garage, and I don’t feel cheated. “In game load times are painfully slow?” Honestly? I’d say they are either the same as or slightly faster than FM3, is closer to the truth.
Apparently much of the mis-interpretation or angst of GT5 comes from those who don’t know what Gran Turismo is, or is trying to be. Rather than objectively try to positively accept the game for what it is, the reviewers tend to try to make it fit into what they think it should be. And if it is an odd fit, then they are quick to criticize it to no end.
So what is GT5 exactly? It is a major console simulation racer that has a unique heritage all its own, and a historic reputation for creating the genre in the first place. GT5 is a mix of old and new themes and technology. It’s the first 3D variation of its kind, and offers some of the very best car modeling ever seen on any platform.
So, let’s get to it, by the numbers, does GT5 match or exceed the driving pleasure and entertainment value that FM3 has delivered, and if so, is it enough to justify buying it? I’ll let you do the math on the 19 categories listed below…
Driving Physics: On a simple scale of 1-10, GT5 wins easily with a 9, over FM3’s 7.
The tactile sensation of GT5 is very noticeable. You can feel the tires in contact (and not in contact) with the track. FM3 by comparison seems to be less sensitive and vague, as though its cars are hovering above the track by about an inch. For the first time that I can recall, the proper motion is being experienced with GT5 to the extent that the technique of “throttle steering” can be fully utilized in a console racer like never before. In a word, the physics are, ‘great.’
GT5 cars’ exhibit pitch, roll, and yaw motion, with every input of the steering, accelerator, and brake. You see and feel such actions as nose dive under braking, or front end lift under acceleration. This body movement is not exaggerated, but gives a great sensation of weight transfer and momentum that, like a real car, has to be considered at all times when hustling around the race track. Tires make the biggest difference to the GT5 cars, and braking is very sensitive without ABS. There’s a feel to the physics that gives you the sense that there is an infinite range of fluid control and modulation, using the G27 wheel.
Overall Game Content: GT5 gets about an 8, to FM3’s 8.
Both games come equipped with roughly about the same content and time needed to completion.
On-line racing: GT5 nails a 9, FM3 only a 6.
The return of host controlled lobbies, (a feature that was sorely abandoned in FM3) makes GT5 the easy winner in this category even without adding twice as many cars to the track. The ability to name a lobby, and have new people come and go in a system that allows you to practice without stopping to let someone in, is pure genius.
Damage modelling: FM3 has a solid 8, GT5 more like a 6
GT5 has too basic a damage model; it’s there, but barely.
Track Modelling: GT5 gets an 8, FM3 a 7
Tracks are fairly close, but the GT5 tracks are slightly better looking, and offer a greater range of textured surfaces and animations.
Engine sounds: FM3 captures a 9, GT5, maybe a 7.
GT5 is less natural sounding, and too artificial compared to FM3’s quality engine noises. And GT5 crashing noises are underwhelming too.
A.I. quality: GT5 8, FM3 7
The A.I.’s are comparable gentleman drivers in GT5 to the ones in FM3. They seem to make more sensible moves, and will allow you to race them clean 90% of the time. They will even take a chance now and then and wipeout occasionally.
Peripheral wheel support: GT5 a perfect 10, FM3 no more than an 8.
With both a fine factory wheel (DFGT) and great after market wheels (G27-T500RS) GT5 is better supported than FM3, which no longer sells the factory Microsoft Wheel, a wheel that had a variety of bugs and durability issues.
Photo mode: GT5 about an 8, FM3 close to the same, about an 8.
This is a close category to call, both have fairly good picture taking options.
Community features such as leader boards and car exchanges: FM3 nails the 10, GT5 only a 5.
GT5 is lacking in this area, but it is promised that leader boards are soon to come. It’s hard to beat the FM3 leader boards and auction house features, it’s a complete package.
Car manipulations such as painting, tuning, upgrades: FM3 a pure 9, GT5 barely a 7.
GT5 hasn’t the detail for tuning, or painting, and doesn’t compare that well to FM3 in this category. However, all those who either hate to tune, or can’t, will have less to fear in GT5.
Misc. features: GT5 manages an 8, FM3 about a 7.
The new ,“Course Maker” just about trumps anything FM3 has in this category even though it is very basic. The 3D aspect of GT5 is great too, if you have the right TV.
Number of cars: GT5 gets the 10, FM3 a secure 9.
Obviously 1,000+ GT5 cars wins over everything currently offered. And of the two games the only open wheeled race cars offered (Formula One), gives GT5 the nod here.
Number of tracks: FM3 has the perfect 10, GT5 the 9.
GT5 has a soft selection of 70 tracks or so, FM3 has 100+.
Weather and day/night tracks: GT5 gets at least a 7 for trying, but FM3 = 0
This feature really helps tip the scales toward GT5, because FM3 has no such feature.
Number of grid positions: GT5 rules with a 10, FM3 merely average with a 7.
Another no-brainer that really makes a big difference, GT5=16cars, FM3=8cars
Promotional events: GT5 again scores a 10, FM3 just a 7.
GT5’s, “GT Academy” in collaboration with Nissan is an unprecedented event (in the US – it previous ran in Europe). “The top 32 virtual racers in the country will compete in the live national finals event scheduled for March 2011 to become one of 16 GT Academy finalists. The 16 finalists will compete against each other in a series of challenges, including behind the wheel of real Nissan race cars, for a chance to become a professional race car driver as the GT Academy winner for the U.S. The winner will have the opportunity to train with elite race car drivers at international tracks and race as part of a professional team.”
Modes of play: GT5 9 vs FM3 8
Both have about the same number of modes. GT5 has dirt/snow rally racing, and FM3 has drag racing, but all things being equal, the dirt rally racing in GT5 is more functionally fun, than the non-functioning drag strip of FM3. (Starting lights don’t offer staging, reaction time, or red lights.)
Immersive quality: GT5 is about an 8, FM3 only a 6
Without a doubt the immersive quality of GT5 exceeds FM3 by some amount. Not because it is vastly different, but because of the emphasis and focus placed on the minor animated details, such as black rubber marks that stay on the track. Nice touches like a false start option that kills your car if you jump the start, for a few seconds, and pit stop decisions on fuel and tires. Tracks are more animated with rain, snow, and fireworks going off in the distance. Reactive spectators taking pictures as you pass by, and flinching in terror if you get too close to them on a turn. Cars that visibly lean when acted upon by the forces of nature, or regrettably going into a violent high speed “tank slapper” due to an over aggressive right foot. Or maybe driving the excellent facsimile of a Sprint Cup Car from NASCAR, and gaining immediate respect for the skill and manliness it takes to handle one at 200mph door handle to door handle. (Sorry Danica you’re not quite there yet). Or how about almost feeling the G-force generated by the pro karts. It’s these numerous minor details and experiences that crank up the immersive giggle factor, and put a smile behind your face shield every time.
Perhaps the best judge of the quality of the GT5 simulation comes from someone who isn’t a gamer at all, hasn’t done many racing sims, but is a real car guy that has raced. I know just such a person, and after trying first FM3, and then GT5, he exclaimed, “Now this is more like it!” It was clear that he was able to pick up on the physical feel of GT5 faster than FM3, and was not as frustrated by GT5 as he was with FM3. No “sticky grass” or time penalty to deal with in GT5, and the A.I.s were more fair in his opinion. I can’t say that it was just the game that allowed my friend to “master” GT5, it was more the seamless cooperation between his real knowledge, and the virtual experience of GT5 that allowed him to identify with the sensations better. Even so, he was quick to confess that the game gave him the impression that he had a long ways to go before true mastery set in.
So is GT5 the better console simulation racer? Depends on who you are and how you add the numbers up, but for my money it is. As a long time Forza racer and original Gran Turismo guy I can honestly say this is the more enjoyable game. As I get closer to completing the game it feels like the goal of mastery grows at the same rate as my newly discovered skill, and with each quicker lap I make, there seems no real end in sight.
Conclusion:
Bottom line, throw out all the hype and the haters, and the way I see it, you definitely have an overall improvement to the breed. Forza was good, but GT5 is better. It’s not light years ahead, and it’s not the revolution that GT1 was which started it all, but it is better. GT6 may be the real GT5 in the end, but for now, if you want the best console sim-racer on the planet, Sony’s premier title, GT5, is it.
Full Throttle,
AAR_GTDon
(Editor’s note: If you haven’t bought GT5 yet, here’s a list of options and links)
There are several different options available to buy Gran Turismo 5:
Collector’s Edition: Game, Custom-etched keychain, 1:43 scale model of the Nissan GTR Spec-V, 300 page book, voucher for 5 DLC cars, Certificate of Authenticity.
Signature Edition (Exclusive to Europe/Australian): Steel case, book, Gran Turismo wallet, 1:43 scale Mercedes Benz SLS, voucher for six ‘Stealth’ cars and more.
- Gran Turismo 5 standard edition (amazon) (Pre-order includes Mercedes SLS AMG Stealth)
- Gran Turismo 5 collectors edition (amazon) (Pre-order includes Mercedes SLS AMG Stealth)
- Gran Turismo 5 Standard edition (Game)
- Gran Turismo 5 Signature edition (Game)
- Gran Turismo 5 standard edition (Gamestop) (Pre-order: McLaren F1 stealth and GameStop NASCAR car with Gran Turismo 5 logos.
- Gran Turismo 5 signature edition (Gamestop) Pre-order: McLaren F1 stealth and GameStop NASCAR car with Gran Turismo 5 logos.
- Gran Turismo 5 standard edition (Play.com) (Pre-Order: Mercedes SLS AMG and Nissan GT-R GT500 Stealth models)
- Gran Turismo 5 Collectors edition (Play.com)
To “GT” or not to “GT”
To “GT” or not to “GT” is fast becoming the question among many a Forza3 driver now that GT5’s release is a certainty. Obviously you need a PS3 to begin with, and this is said to be the highest hurdle to overcome for those who have invested heavily with the Xbox360 and Xbox Live. For many the cost is just too high, even though the cost of a PS3 has dropped to a slimmer $299.00 price point. The free Sony PS3 on-line feature is great, but has never flourished like Microsoft’s $50.00 per year Xbox Live community. For these reasons and a few others, many of the Forza faithful have no plans or intentions of switching over just because of one outstanding sim-racing game.
Still, the allure is attractive. Forza3 is well past its prime as video games go, and had its problems right out of the gate to be honest. It failed to live up to its own hype just as many games do, but perhaps even more so considering the reasonable expectations of the fans. Add to this a few management mis-steps in PR, and, the general feeling of betrayal Forza followers felt when key features and elements were deleted without satisfactory explanation, and what you get is a mass exodus. The anti-“Turn 10” sentiment was shared by most, even if they didn’t stop playing the game.
Forza3 has its admirers, but most agree there is lifelessness to the game. No one can quite put their finger on it, but the word ‘sterility’ comes to mind more than any other. Were in not for Xbox Live, and the on-line friendships that have been forged, Forza3 would have been completely abandoned by now. But abandoned for what? What other console racer can compete with Turn10’s Forza franchise? None, until now.
Polyphony’s GT5 is launching at about the best possible time, and will inject some serious life into console simulation racing at a time when the genre is sagging like a flat tire. Polyphony, make no mistake, has taken some detailed notes about the competition, and what the fans wanted.
Many of the key features lost in successive iterations of Forza are returning in GT5. Coincidence? Not likely. Rather than fight the faithful, and cater to the masses, Polyphony has (it appears) listened to the fans first, and used this information to build a near mythic reputation that then attracts the masses. The idiotic delays GT5 has had, has at this point only served to magnify the mystery of the game. And everyone likes a good mystery.
So, what can a burned out hardcore Forza fan expect from GT5, if he has the money to make the switch? An entirely new and different driving experience. Physics will be entirely different, not worse, not even better perhaps, but just different. Just as it was when Gran Turismo fans sampled Forza1, it took some getting used to, and it will be the same for GT5. It will be an acquired taste, and once you grasp the new feel, it will seem very natural, and even more correct than ever before.
The graphics and audio are already known to be a big step up, helping to block out any hints of inanimate sterility. The peripherals such as steering wheels are of a higher more robust quality, and are not likely to fail after a few months like the Microsoft wheel for Forza did. There will be more cars to pick from, more types of racing, and more cars on the tracks to race against. You’ll have full control over public lobbies, and a way to organize car clubs in the game itself.
Will all this and more be enough to win over Forza fanatics? No, but will it be enough to win over simulation racing fanatics looking for a high octane experience and breath of fresh burnt rubber? You can bet your Xbox360 on that.
Full throttle,
AAR GTDon
How to set up your own online sim race series
What does it take to establish a fun and exciting simulation racing series? A lot of creativity, and, trial and error. Make no mistake, arranging a format for racing is not as easy as it first appears. There are so many factors and combinations of tracks, cars, classes, and rules that it is highly likely that your first few attempts at something new and different will flop.
Although most who like the idea of creating their own series are unaware of the challenges involved in creating a fun series until they try it, the allure and satisfaction of seeing your creation succeed is still very gratifying. At the same time, this self-gratification can often lead to a dead end, and a series that no one wants to participate in.
Sometimes the creator thinks it is an amazing format in a sort of self-delusion not unlike so many failed singing contestants on, “Pop Idol” (otherwise known as, “American Idol” in the US). Not many have the icy cold heart of a Simon Cowell to tell the poor fool that their series is uninteresting crap, and instead simply decline to participate. Even so, there are many good series formats that only lack the promotion and public awareness to become popular hits with the sim-racing crowd.
Having created several popular racing Forza series over the years, like the “FWC”, the “IFCA Endurance Series” the “IFCA Stock Car Series”, “Beat the Stars”, the “Club Kings”, and even the “IFCA Championship,” I’ve learned a thing or two about what it takes to put together a good format. Your basic elements consist of fairness, simplicity, and fun. Generally the fairer the cars are to everyone, the more people will be attracted. The simpler the rules and format are the more attractive and convenient it will be for the participants to join. Ultimately the more fun a series is the longer shelf life it will have.
Test your own race series:
At the beginning of your creation you’ll want to make a few dry run practice sessions before presenting your new series to the public. This will give you time to shake out all the bugs before your first official race date. The last thing you want is to have to change something at the last minute. Once you have cleaned up all the little things that you didn’t expect, then you can have a go at an official start of a season.
Rules are important:
Rules are important too, and the best place to start is to clone many of the same rules from actual racing series like F1, NASCAR, ALMS, SCCA, BTCC, Grand Am, and many more. Of course you will have to modify some rules and race options to apply to sim-racing and the constraints of whatever simulation title you are using. One thing to keep in mind is that no matter how many rules you have in place, you will never have enough rules to cover every situation, and this is where race officials come in handy as well as a, “code of conduct.” A code of conduct is applied to areas where the rules are not clearly defined. The code is generally about being a good sportsman, and self-governance on the race track.
Examples of good online race series:
A good example of series creation is the wildly popular, Forza3 based, “IFCA Spec Racing Series.” Originally modeled after the SCCA Spec Miata series in real life, the simulation version adheres to many of the same concepts, but with a twist. Instead of using only a Mazda Miata as they do in the SCCA, the IFCA changes the car every season. The cars have very limited tuning options and are identical in build making for more of a drivers series. In their 10th season which will begin the 23rd of September there is a 100 driver limit, so don’t delay in signing up, it fills fast. If you aren’t much of a tuner, and can handle a more stock based driving style, this is the best series to enter. Just don’t let your hopes of winning it get too high, some of the fastest drivers in the world will be there clicking off incredible lap times. Fantastically fast drivers like TRC’s AJ the boy, TRC Greekman, Chilledheat, TRC Smokinu, and GLR Brizzo will be occupying lobby 1 for sure.
Other popular non-IFCA series like the “Pacific Series,” the “Bismark Series,” and F4H’s Divineo DTM Championship have long histories of close competitive racing with top notch talent. On the other end of the scale, but in accordance with good series building are the non-sanctioned and numerous smaller events like my own Grand Am Rolex series. This is one of the few new series that is attempting to branch out into multiple international divisions that will then produce separate champions, who then meet in a world final. Ultra fast “GLR b0x” of the American Eastern Division is the two-time defending Grand Am Champion, having first used a Nissan 370Z, and then just this past season a Ford Mustang GT. To date there are 2 divisions that run the same format but at two different days and times during the week. The schedule is a short 4 week season with short double races of 13laps each week. The 25 cars or so are heavily tested for equality and mimic Grand Am GT cars. Their builds are full handling builds with limited horse power placing them in the low S-Class. If you prefer to drive cars that you can tune to your driving style rather than stock tuned cars, this may be the series for you. Contact me GTDon@msn.com if you want to setup your own division for the Grand Am Rolex series.
In the mean time, just remember, there are a lot of good established racing series out there who run well organized events, so before you go off thinking you’re the next Bill France Sr. (NASCAR), Wally Parks (NHRA), or F1’s Bernie Ecclestone (God forbid), get your ducks in a row first, and realize just because you think it’s a great idea doesn’t mean anything until “they” do.
Full Throttle,
AAR GTDon
OnlineRaceDriver goes ‘Back to the 50’s’
Once again it was, “Back to the 50’s” this past weekend at the MSRA “Back to the 50’s” 37th annual car show in St. Paul Minnesota. With 11,795 cars on display only the State fairgrounds is large enough to handle this record setting outdoor summer event. In fact, this is the largest 3 day rod and custom car show in the world! 125,000 spectators were drawn in this year. The only restriction to be in the show, is to have a 1964 or older car.
My own entry is a candy apple green 1955 Chevy, originally purchased new by my grandfather in 1955. With 120,000 original miles on its 265cid V8, and 3-speed manual transmission, it still glides over bumps like it has four over inflated inner tubes, rather than tires. Driving the old car is a real step back in time as it has no power brakes or steering. Everything happens in a kind of ‘take your time’ slow motion whether turning or braking. Acceleration provided by its approximate 165hp small block V8 is merely average in these modern times, but was actually above average in 1955. Maybe that’s why seat belts were only an option. Gas mileage for the first OHV V8 Chevy ever produced, is about 25mpg on the highway thanks in part to a manual overdrive, and not a single pollution control device. Not bad for a 3600lb car that turned 55 years old this year!
Without further ado, I give you, “Back to the 50’s!”
Full throttle!
GTDon
ORD on the road: Dulano’s bike night
If you ever find yourself roaming the summer roads of the Upper Midwest on a Thursday night, be sure to stop at, “Dulono’s Pizza” on West Lake Street in South Minneapolis, Minnesota, USA. It has become a weekly motorcycle congregation of no particular brand, making it the most eclectic collection of bikers and bikes you are likely to see.
Over 2,000 bikes migrate to this four city block square area every Thursday night, not for the pizza, but for the camaraderie, and destination. Of the, “Twin Cities” (as they are known), Minneapolis is the more upscale urbane of the two rather easy going cities. St Paul, (the other Twin) has its riches, but nothing comparable to Thursday night at, “Dulono’s Pizza.”
Although currently bike-less myself, my good friend (gamer tag, “Cuda500” otherwise known as Warren) just happens to have two seriously fast motorcycles available. Since he can’t ride both down to “Dulono’s” he invited me to take his second favorite bike on the 30 minute ride to experience what he calls an amazing gathering of two wheeled characters. His bike of choice is a 2009 V-Max, piped, chipped, and extended to the tune of about 200hp. His backup bike and my ride for the evening, a silver 2008 Kawasaki ZX-14 similarly endowed.
Having owned a stock ZX-14, I knew what to expect, and was pleasantly surprised to find this extended swing arm, geared down version, very easy to adjust to. Such bikes are actually very docile with a respectful wrist, but you need to be ever vigilant as it begs you to flick the throttle to the stops the whole time you ride her. Warren’s V-Max is little different, except for the sound. It’s the only bike that sounds like a muscle car (if you don’t include the “Boss Hoss”), and causes involuntary gawking as it rumbles by.
The event itself was true to the billing, an untold number of bikes and styles converging on a few city blocks. As crammed as it was, the turnout was light due to sprinkles in the forecast. These are hardcore dedicated bikers nonetheless, and weren’t going to let a few rain drops ruin the meet.
Every type of bike was represented; sport bikes, race bikes, stunt bikes, enduros, cruisers, customs, classics, two-strokes, turbos, and sidecars were all there. On occasion even a licensed MotoGP 500 and 250 with lights has been known to show up.
So rather than waste time reading when pictures are worth thousands of
words, I give you bike night at “Dulono’s Pizza!”
Full throttle,
GTDon
- Kawasaki ZX-14 with nitroos – because it’s so slow stock, lol
- Paris to Dakar anyone?
- Some people have no imagination! ;)
- My temporary whip for the evening. “Hell yeah it’s fast, dumb ass!”
- Cuda 500′s chariot of the Gods
- Dogs like bikes too!
- “Yeah, I know it’s a bicycle!”
- How much is too much with swingarms? When it takes two drive chains to reach the rear sprocket!
- Classic! A true terror in 1969, and a legend today. The infamous Kawi Mk IV 750 two stroke triple.
- All original Sears survivor!
- Dogs like bikes too!
- I didn’t know Cadillac built bikes??
- Ah ‘Pops’ Yohsimura would be proud
- Turbo V-Max
- Cuda 500 ignoring a Moto Guzzi
- Inspecting the troops
- A pristine “Boss Hoss” small block Chevy.
- Brakes? We don’t need no stinkin brakes!














































